Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 8

Author Topic: Call of Cthulhu Fortress  (Read 13520 times)

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Call of Cthulhu Fortress
« on: July 10, 2009, 08:15:58 pm »

I'm going to be altering and screwing about with raws for the next month to create a Call of Cthulhu themed dwarf fortress mod. If anyone has any ideas, just post them up. The elder gods will be one off, sickeningly violent creatures, and I'm looking into inits to see if I could add in a "stars are right" eventuality. If I do, it'll probably be an alteration of the pre-existing dwarf mood count down, and possibly tie in other variables.

If anyone is interested in collaborating with me on this, here's a list of creatures. Post up if you're working on one or if you've got one to add/remove.

Mi-go (Civ, babysnatchers)
Deep Ones (Water Civ, waaaaay babysnatchers, possibly nothing else)
Cultists (Human civs worshipping Old Ones)

DONE     CTHULHU (Tentacle rape, anyone?)
            Shub-Niggurath (1000 maws and eyes and hooves? Going to take a while)
            Dagon and Hydra (you thought carp were vicious...)
            Colours (invisible life suckers)
            Nyarlathotep (The King In Yellow has arrived!)
            Leng Spiders
            Shamblers
            Whatever else I said I'd do, it's 2:43 am.
DONE    Byakhi (winged creatures with equip)
            Gaunts (more winged creatures)
DONE    Ghasts (Cave adapted monsters found in caves)
            Gugs (large, vicious predators)
            Shoggoths (blobby creatures)
DONE    Shabus Morgo (bonecarn predators, tame-able)
DONE    Shantak (zombie whales of the sky)
DONE    Gnophkeh (6 legged beasts, halfway between pack animal and bear)
DONE    TchoTcho of the Plateau of Leng (tiny cultist bastards)
DONE    Fire vampires (life sucking, flaming will o' wisps)
           Quachil Uttaus (ultra vermin, turns everything to dust)

Things that can't be done yet:
Hastur (HFS, You thought your nobles were corrupt to start with?)
Hounds of Tindalos (Looking into vermin-style movement and attacking)
Quachil Uttaus (ultra vermin, turns everything to dust. Another case of vermin movement and insta-dust.)
Various other Elder God HFS

This is hardly the end of the list, but once magic and other things come in this mod will expand to include loads more. The magic alone will double the size, I hope)
« Last Edit: September 05, 2009, 07:39:49 am by Rowanas »
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

AngryToad

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #1 on: July 10, 2009, 09:04:20 pm »

Lovecraftian HFS.

And the ability to make Statuettes of Cthulu.
Logged

Praetyre

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #2 on: July 10, 2009, 09:17:23 pm »

Looking at the HFS should trigger instant madness, if possible. All of the gods should be ANY_APPROPRIATE_POWER.
« Last Edit: July 10, 2009, 09:20:02 pm by Praetyre »
Logged

DanielLC

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #3 on: July 10, 2009, 09:20:11 pm »

There was a thread on this called Dwarf Fortress: Mountains of Madness, but it doesn't seem to have gotten anywhere. Find the guy who started it and, if he's still reasonably sane, see if he has anything to provide.
Logged

Keratin

  • Escaped Lunatic
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #4 on: July 10, 2009, 10:39:09 pm »

What would be truly cool is if you could set the fortress to be under water. The thralls of the sleeping god would tunnel the great insane city around him, while fending off sharks and giant squid and sieges from Atlantians.
Logged

Devast

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #5 on: July 11, 2009, 01:27:52 am »

"This is a well crafted statue, it doesn't follow normal geometry and tends to make people go insane if they look at it for to long"
*places statue in main dining hall*
*Axelord has gone insane*
Logged

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #6 on: July 11, 2009, 06:11:29 am »

I wonder if a maddening statue is even possible... Maybe make it so that any idols produced cause the dwarves to have every unhappy thought at once :D.

THanks for the heads up on the MoM guy.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

jaked122

  • Bay Watcher
  • [PREFSTRING:Lurker tendancies]
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #7 on: July 11, 2009, 09:52:39 am »

I like it, statues causing insanity :D that MUST WORK.
normal geometry seems to upset me more than abnormal geometry.

Granite26

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #8 on: July 11, 2009, 10:17:56 am »

You should be able to limit all characters 'dislike' list to Mythos stuff, and then lower everyone's stability a good bit so it pisses them off but good.  It'll make the characters more likely to rage out over other things though, too.

Add many civs (human?) and set them to be easy to worship things, so that the elder god types will get cultists

Deep Ones are a good civ, add baby snatching to enable the weird cities.

Obviously creatures from the books, should be easy to fill the megabeast and semimegabeast rosters.

Finally, I would make a list of the things you'd like to do but aren't supported (madness for pics being one) and post them over in suggestions with a link to this.  Being able to add a concrete reason tags should be added is a plus.

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #9 on: July 12, 2009, 08:21:57 am »

hmm. are hounds of tindalos possible? They appear like vermin and teleport to any space with a wall adjacent and attack anything nearby. That would be awesome.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

lastofthelight

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #10 on: July 13, 2009, 11:27:51 am »

Oh, this is a wonderful idea. The stars are indeed right for it.
Logged

Venatius

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #11 on: August 01, 2009, 10:28:30 pm »

I don't think vermin can actually attack, sadly. I love this idea though. Something about the HFS struck me as kind of Lovecraftian already, actually, and I'd been milling around in my head the idea of swapping out demons for something a bit more Mythos-flavored. HFS meets HPL! Shame there aren't any burrowing creatures though. Can you imagine the horror Cthonians could wreck on a fortress?
Logged

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #12 on: August 02, 2009, 06:00:05 am »

It's being done in the military arc. Anyway, what I really need are people to help out. I can't do it all by myself (or rather, I won't) so I'm looking for anyone willing to mod me up some mythos beasts. They should all have hate-able, because I'm eventually going to mod the dwarves to go pretty crazy at the sight of Mythos gear and creatures. Unfortunately the only moods I want them to go into are fell and macabre...
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

blah28722

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #13 on: August 02, 2009, 07:57:37 am »

A vermin that dies on spawn with a very high frequency would be able to produce miasma and drop happiness.

I don't know anything about lovecraft, but this thread seems to want to make dwarves go insane, and that's not too hard to do.
Logged

Shrike

  • Bay Watcher
    • View Profile
Re: Call of Cthulhu Fortress
« Reply #14 on: August 02, 2009, 05:07:17 pm »

Cave spiders bite dwarves and pets, and they're vermin...
Logged
Pages: [1] 2 3 ... 8